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** without limitation the rights to use, copy, modify, merge, publish,
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../resources/js-test-pre.js"></script>
<script src="../resources/webgl-test.js"></script>
<script src="../resources/webgl-test-utils.js"></script>
</head>
<body>
<canvas id="example" width="2" height="2"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
description('Tests texImage2D and texSubImage2D upload path for TEXTURE_CUBE_MAP');

var wtu = WebGLTestUtils;
var canvas = document.getElementById("example");
var gl = wtu.create3DContext(canvas);
glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from setup.");

function testOneTarget(target, width, height) {
  var tex = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
  glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from bindTexture(TEXTURE_CUBE_MAP).");

  gl.texImage2D(target, 0, gl.RGB, width, height, 0, gl.RGB, gl.UNSIGNED_BYTE, null);
  glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from texImage2D.");

  var buf = new Uint8Array(width * height * 3);
  gl.texSubImage2D(target, 0, 0, 0, width, height, gl.RGB, gl.UNSIGNED_BYTE, buf);
  glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors from texSubImage2D.");
}

testOneTarget(gl.TEXTURE_CUBE_MAP_POSITIVE_X, 16, 16);
testOneTarget(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, 16, 16);
testOneTarget(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, 16, 16);
testOneTarget(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, 16, 16);
testOneTarget(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, 16, 16);
testOneTarget(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, 16, 16);

var successfullyParsed = true;
</script>
<script src="../../resources/js-test-post.js"></script>
</body>
</html>
